Bring Back the Halo 3 Vehicle Health System

You know, the one where vehicles weren’t made of toilet paper. The one where the Warthog wasnt useless and the Ghost was actually better than a decent player on foot. Reach’s vehicle health system was absolutely terrible (along with about a hundred other things in that game). Teamshooting should still be encouraged to take down vehicles, but making some of them as weak as they were was completely unnecessary (Warthog, Ghost).

> You know, the one where vehicles weren’t made of toilet paper. The one where the Warthog wasnt useless and the Ghost was actually better than a decent player on foot. Reach’s vehicle health system was absolutely terrible (along with about a hundred other things in that game).

Wait.

So you want a Rocket Launcher that regenerates ammo whenever your shields recharge?

> > You know, the one where vehicles weren’t made of toilet paper. The one where the Warthog wasnt useless and the Ghost was actually better than a decent player on foot. Reach’s vehicle health system was absolutely terrible (along with about a hundred other things in that game).
>
> Wait.
>
> So you want a Rocket Launcher that regenerates ammo whenever your shields recharge?

Wait.

So you want vehicles that become worthless after 1 Firefight? When I would rather go out on foot than jump in a used vehicle than that is a problem.

The main issue with the Halo 2/3 system comes down to the maps. In Halo 3 on say Valhalla even though both sides were given many soft counters in their protected base controlling Spartan Laser completely shuts down the other teams vehicle and allows the other teams vehicles to steamroll without doing much work themselves.

Ample and balanced power weapons are key to stopping consistent steamrolls. And between AAs and loadouts we will have lots of soft counters at are disposal without going out of our way to find them without needing stupidly effective DMRs/Snipers(though I could see a sniper going through glass or destroying tank cockpits

But the bottom line is that the Reach system tanks the vehicle skill gap. Success in a vehicle inevitably comes don to time rather than skill. The H3 system allows for far more interesting vehicle dynamics. Sure you can escape and come back swinging, but if you lose that vehicle someone who is a better pilot and driver can potentially do more with that smoking/on fire vehicle than you did with a brand new one and punish you for getting greedy.

Driving the Reach hog even on Installation 04 is suicide. Abandoning it and fighting on foot with your useful ODST is far more pleasant.

The vehicle health system is the best thing to happen to BTB. Now the game is about teamshooting instead of vehicle/laser control.

I like and prefer the vehicle health system, vehicles should just have more hitpoints than they did in Reach.

> The vehicle health system is the best thing to happen to BTB. Now the game is about teamshooting instead of vehicle/laser control.

BTB isn’t the only playlist in the game. If 343 added the two health systems as options there would be more balance. Tell me, do you enjoy getting blown up in a ghost because 3 different people shot at it with dmrs?

They sure know how to advertise toilet paper to make it look like the toughest thing out there these days…lolz

No.

Even a small easy use hornet was OP in 3 because there was no way to shoot it down.

In Reach falcon causes some real damage but it’s not impossible to destroy it.

> So you want vehicles that become worthless after 1 Firefight?

No.

I want vehicles to strike the fine line that is balanced.

> Ample and balanced power weapons are key to stopping consistent steamrolls.

Kinda like Sandtrap right?

Near 24/7 infantry fights punctuated with brief vehicle usage before they are nuked by the SpLasers on each base.

> But the bottom line is that the Reach system tanks the vehicle skill gap.

Wut?

I’d like some sort or health meter so I’d know exactly how much more damage my vehicle could take. I’d also like for passenger health/status bar to return as well so I would know for sure when to get my teammates out of fire.

Vehicles are power weapons, they should defenitely give a clear advantage over running around with a BR/DMR.

The last thing they should be is worse than going on foot.

The way vehicle health should work in H4 is that bullets should not be able to damage the vehicle’s health. It should function like H3 with the exception that it takes damage from explosives grenades, rockets, sticky detonator etc. It wasn’t as fun to use vehicles in Reach because you would just get DMR’d by the entire team and slowly die.

> > So you want vehicles that become worthless after 1 Firefight?
>
> No.
>
> I want vehicles to strike the fine line that is balanced.
>
>
>
> > Ample and balanced power weapons are key to stopping consistent steamrolls.
>
> Kinda like Sandtrap right?
>
> Near 24/7 infantry fights punctuated with brief vehicle usage before they are nuked by the SpLasers on each base.
>
>
>
> > But the bottom line is that the Reach system tanks the vehicle skill gap.
>
> Wut?

The spartan laser wasn’t balanced. But there shouldn’t be one power weapon that is available to fight over.

And did you read the rest of the post? It tanks the skill gap because because the use of vehicles becomes a matter of time rather than a matter of skill. You might as well put a giant arbitrary time limit above the vehicle. I don’t see an issue with giving a small buffer zone between a damaged vehicle so you don’t roll around with a vehicle that has 1% health…

Balanced and plentiful counters both hard and soft are a far better solution than nerfing vehicles to the point where it is often a better choice to go on foot. And that is a problem

> And did you read the rest of the post? It tanks the skill gap because because the use of vehicles becomes a matter of time rather than a matter of skill. You might as well put a giant arbitrary time limit above the vehicle. I don’t see an issue with giving a small buffer zone between a damaged vehicle so you don’t roll around with a vehicle that has 1% health…
>
> Balanced and plentiful counters both hard and soft are a far better solution than nerfing vehicles to the point where it is often a better choice to go on foot. And that is a problem

Still didn’t make sense to me.

You say it tanks the skill gap but to me, static health increases the skill gap. No longer can players just Rambo in with vehicles, kill the opposition before they can down him and have him regen everything he lost charging in. Such reckless abandon will only get them a few kills, if any.

Instead tactics are heavily encouraged with better drivers having longer lived vehicles and thus in turn, more kills.

I agree, made a similar post that got quite a lot of support. Here’s a link.

Edit: Not surprised to Methew here arguing this :stuck_out_tongue_winking_eye:

> > And did you read the rest of the post? It tanks the skill gap because because the use of vehicles becomes a matter of time rather than a matter of skill. You might as well put a giant arbitrary time limit above the vehicle. I don’t see an issue with giving a small buffer zone between a damaged vehicle so you don’t roll around with a vehicle that has 1% health…
> >
> > Balanced and plentiful counters both hard and soft are a far better solution than nerfing vehicles to the point where it is often a better choice to go on foot. And that is a problem
>
> Still didn’t make sense to me.
>
> You say it tanks the skill gap but to me, static health increases the skill gap. No longer can players just Rambo in with vehicles, kill the opposition before they can down him and have him regen everything he lost charging in. Such reckless abandon will only get them a few kills, if any.
>
> Instead tactics are heavily encouraged with better drivers having longer lived vehicles and thus in turn, more kills.

Just what do you consider a “rambo” If I go on a run against the enemy base and I dodge all their stickies, rockets, overcharges, etc and get out than that is on them and not me.

If I make a play with a Warthog and a couple a teammates and make a run for a flag I shouldn’t be punished because I can dodge everything but the hitscan bullets when we are on our way home.

Another issue is just that these vehicles become useless after awhile. What is even the point of a Warthog that can explode from one stray DMR. What can it possibly accomplish?